Question about reinforcements.

By VeniVidiVincent, in Descent: Journeys in the Dark

Sorry if this has been covered already but I couldn't find the answer I was looking for in the rulebook or by browsing this forum.

When reinforcing large creatures, is there any kind of "or closest empty space" clause in terms of where your creatures spawn? If I'm to spawn, say an Ettin (4-tile figure) at the entrance, but a hero or a familiar is standing on one of the four entrance tiles, am I not able to reinforce? If that's the case then heroes could effectively prevent OL from having any reinforcements by simply leaving a familiar to stand at the entrance and then carrying on with the quest. If there is an "or closest empty space" rule in the same situation, then the monster re-spawning would effectively be three whole spaces ahead of where it was supposed to spawn.

Thoughts?

Pretty sure its covered in either the core rules (possibly quest quide) or the faq but it is closest available square.

Pretty sure its covered in either the core rules (possibly quest quide) or the faq but it is closest available square.

I think so too. Can make for some nasty surprises for the heroes. In one quest (Death on wings) I triggered a Net trap on the first hero movement immobilizing Leoric right at the entrance. The rest ran forward killing my Merriod because they had to reach the exit real fast. Elite Merriod respawned in front of Leoric blocking his way and immobilizing him some more.

Heroes had to run back and free him. I lost the Quest but it was worth every minute just for the first few rounds of episode one.

Pretty sure its covered in either the core rules (possibly quest quide) or the faq but it is closest available square.

I think so too. Can make for some nasty surprises for the heroes. In one quest (Death on wings) I triggered a Net trap on the first hero movement immobilizing Leoric right at the entrance. The rest ran forward killing my Merriod because they had to reach the exit real fast. Elite Merriod respawned in front of Leoric blocking his way and immobilizing him some more.

Heroes had to run back and free him. I lost the Quest but it was worth every minute just for the first few rounds of episode one.

Try that with ettins and throw next time, the ettins are tougher than merriods, and the respawning ones can keep catching leoric and throwing him back at the entrance over and over again. I've done that to tomble before.

For the sake of my own sanity i went and double checked, the ruling is in the core quest guide page 1 under reinforcements.